A set of trapper buffs meant to influence his convenience and make him easier to play but not better
Traps could be gained from lockers (if you have empty bags or none held), but in turn delete any non active traps in the map. if all traps in the map are active, or your holding a trap, no trap will be gained. This makes sure he has easier access to his traps at all times without purely just giving him the ability to carry extra and makes them akin to huntress hatchets. it also doesn't allow him extra traps in the map as it would be effectively be "warping" unused traps, that might be in a position of the map you don't want to go to.
traps should give an aura whilst super close to prevent accidental stepping on them. a safety measure to prevent newer killers (and older ones who are senile like me) stepping in their traps accidentally because they placed them too well. EDIT : i mention this because it seems the traps aura's disable within a certain radius of the killer, making them harder to spot when close and within say tall grass. this would help with finding traps close and stop killers who are observent, from going right over a trap they can't see that they themselves set.
Coil addons should have the escape/rescue speed bonus instead of the setting series of addons which should have a "locker bonus" much like wraiths speed addons, that helps with restoring them from lockers if you have none avalible.
Coil addons should also work on a slightly different system - retaining the chance based nature of getting out of a trap, but as a hidden effect granting 1 extra failed escape attempt per rarity. This all automatically failed escape chances are done it will let you out of the trap if on the previous auto failed chances you would of escaped. this is to balance out the fact that you could mix a green and a purple coil addon with these effects to garuntee 7 failed escape attempts. or in the case of if they did give the bloody coil all of the coil effects from above and made it in line with this, a whole 9 attempts.
When a survivor is in a trap outside of your terror radius you gain 5% movement speed (whilst outside of a chase) When a survivor is in a trap inside your terror radius you gain 2% movement speed (these changes would help the killer capatilize on their own trapped prey without automatically giving them huge pressure within a chase.)
And finally - jaw addons should make survivors scream in a 32m radius around the trapped survivor if one is caught in it. Would make them a lot more worth running besides just their status effects, and make the padded jaws addon a bit more fun to use. (could even be a stackable effect having two jaw addons could give you a 64m scream notification.)
TLDR : Traps gained from lockers to make it easier to gain out of reach traps whilst not automatically buffing the trapper, by deleting traps that are in useless portions of the map whilst unactivated. Coils making it far harder to escape and becoming a more useful addon garunteeing less escape chances under a threshold determined by rarity. setting addons helping obtaining traps from lockers acting as a secondary bag addon, whilst helping with setting speed. and finally trapped survivors grant a progressive speed bonus to the killer whilst they are outside of his terror radius and he's not within a chase, to help him capitalize on trapped survivors rather then letting one go just because they would normally be to far away.
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